jack1974 wrote:I definitely will NEVER make a game like SOTW again. The end result was in my opinion good, but really not worth it

I dunno, Jack. I really loved Seasons of the Wolf and Loren. I love a good long story that will make me think. Yeah, I do agree sometime filler quests can bit a bit blah. But a side quest that affects how you approach the main quest down the line is nice. Do you gain an ally or make an enemy who will help you in the end (see Sauzer). That kind of thing.

jack1974 wrote:I definitely will NEVER make a game like SOTW again. The end result was in my opinion good, but really not worth it

Have to agree with Harby here, Besides Loren SOTW is my favorite game. I just get disenchanted with games that make you grind to get to the good stuff (Points at DA:I loved to hate that game but played 600+hours), where I think people want a nice blend of action with the story, and grind 5 levels so you can just squeeze by to the next part.

But again. This is why with you Jack and the Winter Wolves team, I'm more than willing to wait for a great game than a shoddy one. I will gladly give a developer (Indie or otherwise) my money when they have earned my loyalty and respect with great games. You have. So to me, all the work you and your team do are certainly more than worth the effort even if it seems like it wasn't.

I meant so complex, with the map, so many enemies/skills/items, etc. I think it was too much. Loren was still fun even if less complex. For sure I won't have a RPG with so many slots again. If you are alone, OK. But a party with so many inventory slots, is a bit crazy. That's just an example.
But there are already games that will be long. Roger Steel will be one of those. But I won't overcomplicate it unnecessarily.
Probably what I meant is that, don't overdo it. Like the iso map when most players wouldn't really care about it, etc

I actually, like the iso map, it made the towns and other environments more enjoyable to navigate than a bunch of text boxes. Besides, once you have the tilesets, I thought you can reuse them for future games.

Multiple slots for armor and accessories worked well for SOTW, given the random nature and multiple properties of each piece. That being said, an RPG get by fine with just one slot for armor slot and maybe a couple for accessories.

Jaeger wrote:I actually, like the iso map, it made the towns and other environments more enjoyable to navigate than a bunch of text boxes. Besides, once you have the tilesets, I thought you can reuse them for future games.

Yes though it was more complex to make, in particular the dungeon parts. As you can imagine is much harder than a simple 2d map with locations to click. I mean, I could still have a simple 2d town with locations to visit instead of text boxes. Would still look nice to explore, but without the mess of the iso map

Jaeger wrote:
Multiple slots for armor and accessories worked well for SOTW, given the random nature and multiple properties of each piece. That being said, an RPG get by fine with just one slot for armor slot and maybe a couple for accessories.

I guess depends on tastes in the end. For sure such a big variety of slots, combined with 8 party members, was a bit nuts
However I'm sure some players liked it!

AFTER SOME HOURS...

Well thinking about it better wasn't probably all the features in particular, but the time that took me to make and all the battle variations. The writer (following my instructions) made specific custom conditions for a lot of battles. Those took time to code and test. It's also the game with most variety of enemies (over 115 if I remember correctly, including some variants).
So yes when compared to Loren, PS1 or QoT, it's clearly those two aspects: too many skills, enemies and custom battle conditions. If I could reduce all those 3 aspects by half, then I guess I could do another SOTW style game